Game Localization

Translating for the global digital entertainment industry

Authors
ORCID logoMinako O'Hagan | Dublin City University
ORCID logoCarme Mangiron | Universitat Autònoma de Barcelona
HardboundAvailable
ISBN 9789027224569 | EUR 99.00 | USD 149.00
 
PaperbackAvailable
ISBN 9789027224576 | EUR 36.00 | USD 54.00
 
e-Book
ISBN 9789027271860 | EUR 99.00/36.00*
| USD 149.00/54.00*
 
Google Play logo
Video games are part of the growing digital entertainment industry for which game localization has become pivotal in serving international markets. As well as addressing the practical needs of the industry to facilitate translator and localizer training, this book seeks to conceptualize game localization in an attempt to locate it in Translation Studies in the context of the technologization of contemporary translation practices. Designed to provide a comprehensive introduction to the topic of game localization the book draws on the literature in Game Studies as well as Translation Studies. The book’s readership is intended to be translation scholars, game localization practitioners and those in Game Studies developing research interest in the international dimensions of the digital entertainment industry. The book aims to provide a road map for the dynamic professional practices of game localization and to help readers visualize the expanding role of translation in one of the 21st century's key global industries.
[Benjamins Translation Library, 106] 2013.  xii, 374 pp.
Publishing status: Available
Table of Contents
“This book is unique since it discusses localization from the translator's perspective and I'm recommending this book to anyone interested in this topic. The authors have left no stone unturned when it comes to the subject and include excellent references and case studies about game localization and its importance in the game industry.”
“This volume is the authoritative source on game localization. Drawing together years of professional and academic experience, O'Hagan & Mangiron have written an essential guide to understanding how game localization has developed over the years, how it has become an essential part of the global video game industry, and how best to teach students this art and craft. The authors explore this fascinating field using dozens of examples from their own work and other well known localization efforts to give readers the best possible understanding of game localization theory and techniques. Highly recommended.”
“The text is a worthwhile and extremely well structured read that will hopefully become the standard text for all who wish to find out more about the subject, be it out of academic interest or intention to embark on a career in the booming video game localization industry.”
Game Localization: Translating for the global digital entertainment industry is a useful and significant book, both for academic scholars who might not be familiar with the gaming industry and for localization practitioners who now can perceive their field within a larger theoretical context. Numerous charts, diagrams and full-color illustrations enhance the presentation of the argument.”
“It is currently the most complete monograph on the subject. It shows possible ways of developing research on localization within translation studies. It even includes a chapter devoted to professional training in the field of localization. Thus, it is easy to recommend Game Localization to anyone interested in the subject, both in its theoretical and practical aspects.”
“This book is sorely needed and a great example of a theoretical framework being successfully adapted and applied to a field of real-world phenomena and is a great contribution to the enlargement and enrichment of the field of translation studies.”
“This book represents a must-read reference to anyone interested in game localisation as it targets not only scholars and professionals belonging to this field, but also those who are interested in emerging issues in Game Studies, audiovisual translation and localisation. Provided with an initial glossary of game-specific terms, Game Localization is designed to serve as an introduction to this dynamic area, keeping a balance between theoretical and practical dimensions.”
Cited by

Cited by 121 other publications

Achkasov, Andrei
2021. Locales and Interlanguage Communication. Translation Studies: Theory and Practice 1:1 (1)  pp. 29 ff. DOI logo
Afzali, Katayoon & Mahboobeh Zahiri
2022. A netnographic exploration of Iranian videogame players translation needs: the case of in-game texts. The Translator 28:1  pp. 74 ff. DOI logo
Aiello, Jacqueline & Rossella Latorraca
2023. Stances toward translation training and the discipline. Translation and Translanguaging in Multilingual Contexts 9:1  pp. 111 ff. DOI logo
Al-Ajarmeh, Osama & Amer Al-Adwan
2022. Insights into blending game localisation in the Arab world. The Journal of Internationalization and Localization 9:1  pp. 61 ff. DOI logo
Al-Batineh, Mohammed & Razan Alawneh
2021. Translation hacking in Arabic video game localization. Translation Spaces 10:2  pp. 202 ff. DOI logo
Al-Batineh, Mohammed & Razan Alawneh
2022. Current trends in localizing video games into Arabic: localization levels and gamers’ preferences. Perspectives 30:2  pp. 323 ff. DOI logo
Anisimova, A. T.
2018. Phenomenon of computer game in translation discourse. Scientific bulletin of the Southern Institute of Management :2  pp. 82 ff. DOI logo
Arndt, Tracy, Konstantin Freybe, André Lahmann & Martin Roth
2020. Reference Evil – Bibliografische Herausforderungen bei Videospielen. Bibliotheksdienst 54:5  pp. 345 ff. DOI logo
Bendi, Merouan
2021. The Reception of Localized Content: A User-Centered Study of Localized Software in the Algerian Market. In When Translation Goes Digital,  pp. 201 ff. DOI logo
Bernal-Merino, Miguel A.
2020. Key Concepts in Game Localisation Quality. In The Palgrave Handbook of Audiovisual Translation and Media Accessibility [Palgrave Studies in Translating and Interpreting, ],  pp. 297 ff. DOI logo
Bernal-Merino, Miguel Á.
2018. Creativity and playability in the localisation of video games. The Journal of Internationalization and Localization 5:1  pp. 74 ff. DOI logo
Bianchi, Diana & Federico Zanettin
2018. ‘Under surveillance’. An introduction to popular fiction in translation. Perspectives 26:6  pp. 793 ff. DOI logo
Boric, Sandra & Christine Strauss
2022. Systematic Retrieval and Analysis of Heterogenous Online Retail Platform Data to Support Customer Targeting in Gaming Business. In Developments in Information & Knowledge Management for Business Applications [Studies in Systems, Decision and Control, 420],  pp. 479 ff. DOI logo
Cardona-Rivera, Rogelio E., José P. Zagal & Michael S. Debus
2020. GFI: A Formal Approach to Narrative Design and Game Research. In Interactive Storytelling [Lecture Notes in Computer Science, 12497],  pp. 133 ff. DOI logo
Chesterman, Andrew
2019. Cross-disciplinary Notes for a Study of Rhythm. Adaptation 12:3  pp. 271 ff. DOI logo
Costal, Tomás
2018. Why is that creature grunting?. Translation and Translanguaging in Multilingual Contexts 4:1  pp. 151 ff. DOI logo
Costal, Tomás
2020. Why is that creature grunting?. In Audiovisual Translation in Applied Linguistics [Benjamins Current Topics, 111],  pp. 154 ff. DOI logo
Crawford, Rebecca & Yuanyuan Chen
2017. 2017 23rd International Conference on Virtual System & Multimedia (VSMM),  pp. 1 ff. DOI logo
Cronin, Michael
2018. Chapter 3.3. Globalisation. In A History of Modern Translation Knowledge [Benjamins Translation Library, 142],  pp. 175 ff. DOI logo
Davies, Hugh & Zhuying Li
2020. Travel Frog: Traversing cultural borders with mobile games. Convergence: The International Journal of Research into New Media Technologies 26:5-6  pp. 1194 ff. DOI logo
Deckert, Mikołaj & Krzysztof Hejduk
2022. Videogame localisation, spelling errors and player reception. Translation, Cognition & Behavior 5:1  pp. 27 ff. DOI logo
Deckert, Mikołaj & Krzysztof Hejduk
2024. Can video game subtitling shape player satisfaction?. Perspectives 32:1  pp. 59 ff. DOI logo
del Mar Sánchez Ramos, María
2019. Mapping new translation practices into translation training. Babel. Revue internationale de la traduction / International Journal of Translation 65:5  pp. 615 ff. DOI logo
Ramos, Maria del Mar Sanchez
2018. Translation Learning Environments for the Future. In Multilingual Writing and Pedagogical Cooperation in Virtual Learning Environments [Advances in Linguistics and Communication Studies, ],  pp. 268 ff. DOI logo
Ramos, Maria del Mar Sanchez
2019. Translation Learning Environments for the Future. In Social Entrepreneurship,  pp. 1742 ff. DOI logo
Ramos, Maria del Mar Sanchez
2019. Translation Learning Environments for the Future. In Crowdsourcing,  pp. 1637 ff. DOI logo
DEMİREKİN, Murat
2023. Dilbilimsel karşılaştırma metodu ile çeviride eşdeğerlik sorunları: Çağrı filmi örneği. RumeliDE Dil ve Edebiyat Araştırmaları Dergisi :Ö12  pp. 680 ff. DOI logo
Desjardins, Renée
2017. Online Social Media (OSM) and Translation. In Translation and Social Media,  pp. 13 ff. DOI logo
Díaz-Millón, Mar
2021. The Role of Transcreation in Corporate Communication. In Innovative Perspectives on Corporate Communication in the Global World [Advances in Linguistics and Communication Studies, ],  pp. 159 ff. DOI logo
Díaz-Millón, Mar
2023. What do experts think about transcreation training? A Delphi method approach. The Interpreter and Translator Trainer 17:4  pp. 566 ff. DOI logo
Díaz-Millón, Mar, Juncal Gutiérrez-Artacho & María-Dolores Olvera-Lobo
2022. Transcreation and Creativity in Higher Education. In Handbook of Research on Using Disruptive Methodologies and Game-Based Learning to Foster Transversal Skills [Advances in Game-Based Learning, ],  pp. 68 ff. DOI logo
Díaz-Millón, Mar & María Dolores Olvera-Lobo
2023. Towards a definition of transcreation: a systematic literature review. Perspectives 31:2  pp. 347 ff. DOI logo
Ellefsen, Ugo
Ellefsen, Ugo & Miguel Á. Bernal-Merino
2018. Harnessing the roar of the crowd. The Journal of Internationalization and Localization 5:1  pp. 21 ff. DOI logo
Fernández-Costales, Alberto
2017. On the sociolinguistics of video games localisation. The Journal of Internationalization and Localization 4:2  pp. 120 ff. DOI logo
Fernández-Costales, Alberto
2018. On the reception of mobile content. In Reception Studies and Audiovisual Translation [Benjamins Translation Library, 141],  pp. 297 ff. DOI logo
Ferreira, Aline, John W. Schwieter & Daniel Gile
2015. The position of psycholinguistic and cognitive science in translation and interpreting. In Psycholinguistic and Cognitive Inquiries into Translation and Interpreting [Benjamins Translation Library, 115],  pp. 3 ff. DOI logo
Folaron, Debbie
2019. Digital World Communication аnd Translation. Slovo.ru: Baltic accent 10:3  pp. 9 ff. DOI logo
Fousek Krobová, Tereza, Justyna Janik & Jaroslav Švelch
2023. Summoning Ghosts of Post-Soviet Spaces: A Comparative Study of the Horror Games Someday You’ll Return and the Medium. Studies in Eastern European Cinema 14:1  pp. 39 ff. DOI logo
Gambier, Yves & Ramunė Kasperẹ
2021. Changing translation practices and moving boundaries in translation studies. Babel. Revue internationale de la traduction / International Journal of Translation 67:1  pp. 36 ff. DOI logo
Gmeinbauer, Christina
2018. Close Encounter of the 3D Kind: Examining Constructions of the Foreign ‘Other’ in Japanese Videogames. Vienna Journal of East Asian Studies 9:1  pp. 1 ff. DOI logo
He, Yan & Youlan Tao
2022. Unity of knowing and acting: an empirical study on a curriculum approach to developing students’ translation technological thinking competence. The Interpreter and Translator Trainer 16:3  pp. 348 ff. DOI logo
Hsu, Hao
2020. Localization and culturalization for a history-based game. The Journal of Internationalization and Localization 7:1-2  pp. 28 ff. DOI logo
Jarrah, Shatha, Saleh Al-Salman & Ahmad S Haider
2023. Video Games Localization into Arabic: Gamers' Reactions to Localizing PUBG and Free Fire. Journal of Social Computing 4:1  pp. 74 ff. DOI logo
Jiménez-Crespo, Miguel A.
2016. What is (not) web localization in translation studies. The Journal of Internationalization and Localization 3:1  pp. 38 ff. DOI logo
Jiménez-Crespo, Miguel A. & Nitish Singh
2016. International business, marketing and translation studies. In Border Crossings [Benjamins Translation Library, 126],  pp. 245 ff. DOI logo
Kabát, Marián
2022. The first courses on localization in Slovakia. The Journal of Internationalization and Localization 9:2  pp. 162 ff. DOI logo
Kabát, Marián
2023. Factors Influencing the Quality of Digital Game Localization. Acta Ludologica 6:1  pp. 84 ff. DOI logo
KARADUMAN, Murad & Elif Pınar ACİYAN
2020. BAUDRİLLARD’IN SİMÜLASYON KURAMI BAĞLAMINDA DİJİTAL OYUNLAR VE BAĞIMLILIK ÜZERİNE BİR DEĞERLENDİRME. Trakya Üniversitesi Sosyal Bilimler Dergisi 22:1  pp. 453 ff. DOI logo
Kassawat, Madiha
2020. Decoding transcreation in corporate website localization into Arabic. The Journal of Internationalization and Localization 7:1-2  pp. 69 ff. DOI logo
Khoshsaligheh, Masood & Saeed Ameri
2020. Video game localisation in Iran: a survey of users’ profile, gaming habits and preferences. The Translator 26:2  pp. 190 ff. DOI logo
Khoshsaligheh, Masood & Amir Arsalan Zoraqi
2022. Review of Mejías-Climent (2021): Enhancing Video Games Localization through Dubbing. Translation and Translanguaging in Multilingual Contexts 8:3  pp. 342 ff. DOI logo
Khoshsaligheh, Masood & Amir Arsalan Zoraqi
2024.  Book Review of Pettini, S Silvia (2021) The Translation of Realia and Irrealia in Game Localization: Culture-Specificity between Realism and Fictionality, New York: Routledge, 244 pp., USD $39.71 (paperback), USD $127.50 (hardcover), ISBN: 9780367432324 The translation of realia and irrealia in game localization: Culture-specificity between realism and fictionality , by S. Silvia Pettini, New York, Routledge, 2021, 244 pp., USD $39.71 (paperback), USD $127.50 (hardcover), ISBN9780367432324 . Popular Communication 22:1  pp. 64 ff. DOI logo
Khoshsaligheh, Masood, Amir Arsalan Zoraqi, Salasiah Che Lah & Miguel Ángel Bernal-Merino
2023. Persian game localization scene in Iran: taking stock. Perspectives  pp. 1 ff. DOI logo
Klimkowski, Konrad
2023. Why is translation relevant today: ideas for future translators. Language Culture Politics International Journal 1:1/2023  pp. 39 ff. DOI logo
Koscelníková, Mária
2023. Invisibility of Game Localizers and the Status of Localization in Slovakia. Acta Ludologica 6:2  pp. 80 ff. DOI logo
KOÇAK, Seyfullah
2023. Translation of Mobile Game Titles: Trends and Implications. Çeviribilim ve Uygulamaları Dergisi :35  pp. 66 ff. DOI logo
Kuo, Arista Szu-Yu & Zheng Ci Lai
2023.  An exploration of linguistic preferences in the Chinese Malaysian gaming community: Stardew Valley as a case study . The Translator  pp. 1 ff. DOI logo
Liubinienė, Vilmantė & Ana Jorge
2019. The Industry of Smart Toys: Cultural Implications from the Political Economy. In The Internet of Toys [Studies in Childhood and Youth, ],  pp. 327 ff. DOI logo
Mahasneh, Anjad A. & Maysa’ Taher Abu Kishek
2018. Arabic Localization of Video Games “Tomb Raider™ (2013)”: A Start or A Failure . Lebende Sprachen 63:1  pp. 47 ff. DOI logo
Mandiberg, Stephen
2017. Fallacies of game localization. The Journal of Internationalization and Localization 4:2  pp. 162 ff. DOI logo
Mandiberg, Stephen
2021. Video Games Have Never Been Global: Resituating Video Game Localization History. In Game History and the Local,  pp. 177 ff. DOI logo
Mangiron, Carme
2017. Research in game localisation. The Journal of Internationalization and Localization 4:2  pp. 74 ff. DOI logo
Mangiron, Carme
2018. Reception studies in game localisation. In Reception Studies and Audiovisual Translation [Benjamins Translation Library, 141],  pp. 277 ff. DOI logo
Mangiron, Carme
2021. Training game localisers online: teaching methods, translation competence and curricular design. The Interpreter and Translator Trainer 15:1  pp. 34 ff. DOI logo
Mangiron, Carme & Xiaochun Zhang
2016. Game Accessibility for the Blind: Current Overview and the Potential Application of Audio Description as the Way Forward. In Researching Audio Description,  pp. 75 ff. DOI logo
Martínez Pleguezuelos, Antonio Jesús
2023. Translating gender in video games. Translation Spaces 12:2  pp. 305 ff. DOI logo
Mejías-Climent, Laura
2021. Dubbing Analysis Through Game Situations: Four Case Studies. In Enhancing Video Game Localization Through Dubbing,  pp. 163 ff. DOI logo
Mejías-Climent, Laura
2021. Dubbing in Video Games. In Enhancing Video Game Localization Through Dubbing,  pp. 117 ff. DOI logo
Mejías-Climent, Laura
2021. The History of Localization and Dubbing in Video Games. In Enhancing Video Game Localization Through Dubbing,  pp. 43 ff. DOI logo
Mejías-Climent, Laura
2021. Game Localization: Stages and Particularities. In Enhancing Video Game Localization Through Dubbing,  pp. 79 ff. DOI logo
Mejías-Climent, Laura
2021. Video Games as Modern Multimodal Products. In Enhancing Video Game Localization Through Dubbing,  pp. 1 ff. DOI logo
Mejías-Climent, Laura
2021. Conclusion. In Enhancing Video Game Localization Through Dubbing,  pp. 223 ff. DOI logo
Moreno García, Luis Damián
2024. Recontextualizing disassembled texts. Babel. Revue internationale de la traduction / International Journal of Translation / Revista Internacional de Traducción 70:1-2  pp. 64 ff. DOI logo
O'Hagan, Minako & Heather Chandler
2016. Game localization research and translation studies. In Border Crossings [Benjamins Translation Library, 126],  pp. 309 ff. DOI logo
Odacıoğlu, Mehmet Cem, Chek Kim Loi, Şaban Köktürk & Nazan Müge Uysal
2016. The Position of Game Localization Training within Academic Translation Teaching. Journal of Language Teaching and Research 7:4  pp. 675 ff. DOI logo
O’Hagan, Minako
2015. Game localisation as software-mediated cultural experience: Shedding light on the changing role of translation in intercultural communication in the digital age. Multilingua 34:6 DOI logo
O’Hagan, Minako
2017. Seeking delocalization. The Journal of Internationalization and Localization 4:2  pp. 183 ff. DOI logo
O’Hagan, Minako
2022. Indirect translation in game localization as a method of global circulation of digital artefacts. Target. International Journal of Translation Studies 34:3  pp. 441 ff. DOI logo
O’Hagan, Minako & Julie McDonough Dolmaya
O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
2019. Pandemic, localization and change of guard. The Journal of Internationalization and Localization 6:2  pp. 69 ff. DOI logo
Peng, Wenqing
2022. Video game localization as homecoming in Total War: Three Kingdoms. The Translator 28:1  pp. 95 ff. DOI logo
Pettini, Silvia
2015. Auteurism and game localization — revisiting translational approaches. Translation Spaces 4:2  pp. 268 ff. DOI logo
Pettini, Silvia
2017. Translating literature into playability. The Journal of Internationalization and Localization 4:2  pp. 100 ff. DOI logo
Phan, Quang Anh
2023. Operating and localising online games in Vietnam: the industry’s perspective. Creative Industries Journal 16:3  pp. 317 ff. DOI logo
Pulos, Alexis & S. Austin Lee Lee
2016. Introduction. In Transnational Contexts of Culture, Gender, Class, and Colonialism in Play,  pp. 1 ff. DOI logo
Pyae, Aung
2018. Understanding the role of culture and cultural attributes in digital game localization. Entertainment Computing 26  pp. 105 ff. DOI logo
Ranford, Aiden
2017. Targeted translation. The Journal of Internationalization and Localization 4:2  pp. 141 ff. DOI logo
Ranzato, Irene & Serenella Zanotti
2019. The dubbing revolution. In Reassessing Dubbing [Benjamins Translation Library, 148],  pp. 2 ff. DOI logo
Rodríguez Fernández-Peña, Alfonso Carlos
2023. An analysis of the Spanish dubbing of the video game Iron Man 2 . Digital Translation 10:1  pp. 58 ff. DOI logo
Roturier, Johann
2015. Miguel Á. Bernal-Merino: Translation and localisation in video games: making entertainment software global. Machine Translation 29:3-4  pp. 301 ff. DOI logo
Sarıgül, Semih
2023. Online Translaboration in Video Game Localisation. In Translaboration in Analogue and Digital Practice [Transkulturalität – Translation – Transfer, 57],  pp. 53 ff. DOI logo
Shalamay, Anastasiya
2022. VIDEOGAME DISCOURSE AS A MULTIMODAL ENTITY. Studia Linguistica :20  pp. 84 ff. DOI logo
Sheng, Ming
2023. 2023 2nd International Conference on Artificial Intelligence and Computer Information Technology (AICIT),  pp. 1 ff. DOI logo
Sloan, Robin, Martin Lynagh, Hailey Austin & Hayley Brown
2022. Proceedings of the 17th International Conference on the Foundations of Digital Games,  pp. 1 ff. DOI logo
Song, Hua
2018. Translation and Localisation in Video Games: Making Entertainment Software Global. Australian Journal of Linguistics 38:1  pp. 127 ff. DOI logo
Toftedahl, Marcus & Cristian A. Rusu
2021. Localization Tools in General Purpose Game Engines: A Systematic Mapping Study. International Journal of Computer Games Technology 2021  pp. 1 ff. DOI logo
Torres del Rey, Jesús
2019. The proper place of localization in translation curricula. In The Evolving Curriculum in Interpreter and Translator Education [American Translators Association Scholarly Monograph Series, XIX],  pp. 229 ff. DOI logo
Vahedi Kakhki, Alireza
2022. A literature review of Iranian publications on video game localization between 2009 and 2022. The Journal of Internationalization and Localization 9:1  pp. 38 ff. DOI logo
Valdeón, Roberto A.
2018. Discourse analysis, pragmatics, multimodal analysis. In Reception Studies and Audiovisual Translation [Benjamins Translation Library, 141],  pp. 111 ff. DOI logo
Valdeón, Roberto A.
2024. The translation of multimodal texts: challenges and theoretical approaches. Perspectives 32:1  pp. 1 ff. DOI logo
Wang, Dingkun, Xiaochun Zhang & Arista Szu-Yu Kuo
2020. Researching inter-Asian audiovisual translation. Perspectives 28:4  pp. 473 ff. DOI logo
Wu, Zhiwei & Zhuojia Chen
2020. Localizing Chinese games for Southeast Asian markets. The Journal of Internationalization and Localization 7:1-2  pp. 49 ff. DOI logo
Xing, Panpan & Haiqing Zuo
2023. Localization of Translation Strategies of Game Websites from the Perspective of Eco-Translation Studies. International Journal of Education and Humanities 10:1  pp. 252 ff. DOI logo
Yahiaoui, Rashid
2022. Transcreating humour for (re)dubbing into Arabic. The European Journal of Humour Research 10:3  pp. 151 ff. DOI logo
Yao, Siyu & Yumin Chen
2022. Reconstructing History and Culture in Game Discourse: A Linguistic Analysis of Heroic Stories in Honor of Kings. Games and Culture 17:7-8  pp. 977 ff. DOI logo
Zanettin, Federico
2021. News Media Translation, DOI logo
Zhang, Xiaochun & Huawei Song
2023. The Mukokuseki Strategy and the Application of Pivot Translation in the Localization of Japanese Games. Games and Culture DOI logo
Zhu, Minghai & Grant Rich
2023. Sustainability of translator training in higher education. PLOS ONE 18:5  pp. e0283522 ff. DOI logo
Zoraqi, Amir Arsalan & Mohsen Kafi
2024. Profiles, Perceptions, and Experiences of Video Game Translators. Games and Culture DOI logo
Zoraqi, Amir Arsalan & Movahede Sadat Mousavi
Zorrakin-Goikoetxea, Itziar
2022. Transcreación y adaptación cultural en videojuegos: proceso, producto y recepción. TRANS: Revista de Traductología 26:1  pp. 213 ff. DOI logo
Zorrakin-Goikoetxea, Itziar
2023. Survey on Localization From the Development Perspective. Games and Culture  pp. 155541202311682 ff. DOI logo
Ząbecki, Krzysztof
2019. Promoting and Preserving Indigenous Languages and Cultures in the Americas Through Video Games. In Handbook of the Changing World Language Map,  pp. 1 ff. DOI logo
Ząbecki, Krzysztof
2020. Promoting and Preserving Indigenous Languages and Cultures in the Americas Through Video Games. In Handbook of the Changing World Language Map,  pp. 1785 ff. DOI logo
ÖNCÜ YILMAZ, Tutku & Emre CANBAZ
2019. Hikâye Odaklı Video Oyunlarda Çevirinin Rolü: The Last of Us Video Oyunu Üzerine Bir Değerlendirme. Çeviribilim ve Uygulamaları Dergisi :26  pp. 77 ff. DOI logo
Šisler, Vít, Jan Švelch, Shawn Clybor & Ondřej Trhoň
2023. Adapting contested national history for global audiences in Attentat 1942 and Svoboda 1945: Liberation. Studies in Eastern European Cinema 14:1  pp. 69 ff. DOI logo
Švelch, Jan
2022. Developer Credit: Para-Industrial Hierarchies of In-Game Credit Attribution in the Video Game Industry. Games and Culture 17:3  pp. 374 ff. DOI logo
代, 苛雲
2024. Common Challenges and Optimization Suggestions for the Localization of China Independent Games. Modern Linguistics 12:01  pp. 251 ff. DOI logo
姜, 俞
2023. A Corpus-Based Study on the Representation of Game Discourse of Chinese Traditional Culture: A SFL Perspective. Modern Linguistics 11:11  pp. 5204 ff. DOI logo

This list is based on CrossRef data as of 16 march 2024. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers. Any errors therein should be reported to them.

Subjects

Translation & Interpreting Studies

Translation Studies

Main BIC Subject

CFP: Translation & interpretation

Main BISAC Subject

LAN023000: LANGUAGE ARTS & DISCIPLINES / Translating & Interpreting
ONIX Metadata
ONIX 2.1
ONIX 3.0
U.S. Library of Congress Control Number:  2013010423 | Marc record